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Creopolus

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  1. if your interested, drop by and website and put a app in or contact Deezil, serayne or Armitage if you have a alt on dalborra. Hope to hear form you soon!
  2. Gears progression and pve progression are important. Give us something to work towards and strive for.
  3. Itemization and the rate/how you acquire gears is one biggest mistake of swtor. Please do not have normal mode drop the same item level as hardmode. Blackhole gear atm is ilvl 146 and campaign gear (acquire in hardmode) is also ilvl 146.
  4. Are you planning on adding diversity to pvp gear? At the moment all battlemaster gear for all classes has accuracy and alacrity.
  5. One suggest to improve world pvp and world pve at the same time is to make All world raid boss tougher and max level. What do you think about making the world bosses lv 50 and dropping something unique and require 16 geared lv 50 to kill?
  6. Healers currently make or break battleground. Battlemaster healers are almost impossible to kill. Are you planning on raising "Trama debuff" to 40 or 50%?
  7. Surge rating was recently changed because of pvp and the diminishing return soft cap for it is ridiculously low ( around 300 rating ). Are you planning on raising the diminishing return rating cap for surge? At the moment you can get 300 surge in like 5 piece of gear.
  8. Can we change up / fix accuracy and alacrity a bit? Also I would like to see more stats down the road like energy / health regen or a threat stats.
  9. Please bring back progression and/or challenge to PVE for 1.2. Please no more of this full clear all contents in 3 hours ( we move relatively slow and we aren't even the top guild on the server ). The problem isn't that SWTOR doesn't have enough end game content, it's that they are badly tuned. I wouldn't mind less loot per boss also. The amount of loot that drops from 16 man and 8 man seems a lot.
  10. Both can win. Casual, Hardcore, and the people in between all want something to strive for, some mystery to look forward to, some challenge that haven't been conquered by the mass. I know some people dislike wow because it's popular. Back in the days I've never faced kil'jaeden or felmyst for that matter but I was excited to see how top end guilds are doing it. I was perfectly happy just killing 1 boss every week ( kaelecgos ). I feel like a lot of casual players will be more than content with clearing some stuff but not everything.
  11. Please bring back progression and/or challenge to PVE for 1.2. Please no more of this full clear all contents in 3 hours ( we move relatively slow and we aren't even the top guild on the server ). The problem isn't that SWTOR doesn't have enough end game content, it's that they are badly tuned. I wouldn't mind less loot per boss also. The amount of loot that drops from 16 man and 8 man seems a lot.
  12. With all the things this game can improve upon, I feel that PRIORITY should be set to improve these: 1) Server population and capacity handle more ppl without lag. Imagine a crowded server with 500 people in the fleet. 2) Bring back progression and progressive rewards to raids and pvp asap for 1.2. Nightmare should be nightmare ( hopefully higher difficulty and not same drop as hard). Hard should be hard. Normal should require HM FP. The thing people don't understand is you can design encounters for everyone to see but you dont need to make everything easily accessible (full clear normal in less than 2 hours). People want mystery and challenge, even the people who doesn't have the time or ability to do so would like to have something to strive for. Let me go into details about progressive rewards: a) Less loot per raid, for 8 man you should have 2 loot and 1 tier piece for boss. 16 man you should have 5 loot and 2 tier piece. b) progressive loot for PVP and PVE: tier 1 > tier 2 > tier 3. normal operation and hardmode FP: tier 1 hardmode operation: tier 2 nightmare tier 3. c) more different stats on gear. It's numb and dull the experience when everything has the same stats. d) this probably is too game changing, but the developers should really consider a new random stats system on gear. Example: Set pieces like rakata tier and columni tier wouldn't change. An ilvl 136 loot drops that isn't a tier piece could have: 1 Main secondary stats like Defense 2 Random secondary stats from Shield, Absorb, Power, Crit, Surge, Accurary with random amount like from 1-10 ( within the ilvl of the gear ) ATM you have: Power, Crit, Surge, Alacrity, Accurary then for tanking you have Shield, Defense, Absorb. Should consider: Improving Alacrity and Accurary and adding Life regeneration / Resource Regeneration stats
  13. With all the things this game can improve upon, I feel that PRIORITY should be set to improve these: 1) Server population and capacity handle more ppl without lag. Imagine a crowded server with 500 people in the fleet. 2) Bring back progression and progressive rewards (less loot per raid more random loot) to raids and pvp asap for 1.2. Nightmare should be nightmare ( hopefully higher difficulty and not same drop as hard). Hard should be hard. Normal should require HM FP. The thing people don't understand is you can design encounters for everyone to see but you dont need to make everything easily accessible (full clear normal in less than 2 hours). People want mystery and challenge, even the people who doesn't have the time or ability to do so would like to have something to strive for.
  14. This is my opinion from playing the game way too much. At the moment content is too easy even in nightmare so you are not forced to min/max your raid comp. In my opinion, people take operative to raid to heal because it's the only viable spec for operative. Operative healing is very subpar compared to the other 2 healers and here is why: 1) Operative 31 point aoe healing is too high on energy cost and is very weak. Operative single target heal is pretty strong but we need more than that. 2) Merc and Sorc have 2-3 distinct ability that WILL be CRUCIAL to end game content that are hard. ( perhaps in 1.2 ? ) Merc/Commando have +10 Armor Buff and a 10% Damage reduction buff for 15 secs on multiple people from kolto cloud when you have 30 stacks on cell (which is roughly on multiple people for 15 secs every 30 secs ). Sorc/Sage have shield. Shield is amazing because it gives you potential hidden hit points that you don't have. It means when you have 19k life with a shield on you, you potential have 22000 to 23000 life. Operative doesn't have any crucial healing buff to help with end game content.
  15. This is my opinion from playing the game way too much. At the moment content is too easy even in nightmare so you are not forced to min/max your raid comp. In my opinion, people take operative to raid to heal because it's the only viable spec for operative. Operative healing is very subpar compared to the other 2 healers and here is why: 1) Operative 31 point aoe healing is too high on energy cost and is very weak. Operative single target heal is pretty strong but we need more than that. 2) Merc and Sorc have 2-3 distinct ability that WILL be CRUCIAL to end game content that are hard. ( perhaps in 1.2 ? ) Merc/Commando have +10 Armor Buff and a 10% Damage reduction buff for 15 secs on multiple people from kolto cloud when you have 30 stacks on cell (which is roughly on multiple people for 15 secs every 30 secs ). Sorc/Sage have shield. Shield is amazing because it gives you potential hidden hit points that you don't have. It means when you have 19k life with a shield on you, you potential have 22000 to 23000 life. Operative doesn't have any crucial healing buff to help with end game content.
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